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Way of the Enlightened Fist:

Monks of the Way of the Enlightened Fist pursue metaphysical perfection to the exclusion of all
other study. They combine a rigorous discipline of academic study with martial arts and
development of the body. For these monks, that study includes the practice of magic and the
implementation of certain arcane tricks into their unarmed combat styles. These enlightened fists
master the use of melee spell attacks, creating new forms of combat where their fists strike with
blinding speed, phenomenal power, and magical energy.
3rd-Level Spellcasting:
When you reach 3rd level, you augment your martial arts with the ability to cast spells.
Cantrips: You learn three cantrips: shocking grasp and two other cantrips of your choice from the
wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots:The Way of The Enlightened Fist Spellcasting table (See Eldritch Knight spellcasting
table) shows how many spell slots you have to cast your spells of 1st level and higher. To cast
one of these spells, you must expend a slot of the spells level or higher. You regain all expended
spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and
have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher: You know three 1st-level wizard spells of your choice,
two of which you must choose from the abjuration, evocation, illusion or transmutation spells on
the wizard spell list. The Spells Known column of the Way of The Enlightened Fist Spellcasting
table (See Eldritch Knight spellcasting table) shows when you learn more wizard spells of 1st
level or higher. Each of these spells must be an abjuration, evocation, illusion or transmutation
spell of your choice, and must be of a level for which you have spell slots. For instance, when you
reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn
at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this
class, you can replace one of the wizard spells you know with another spell of your choice from
the wizard spell list. The new spell must be of a level for which you have spell slots, and it must
be an abjuration, evocation, illusion or transmutation spell, unless youre replacing the spell you
gained at 8th, 14th, or 20th level.
Spellcasting Ability: Wisdom is your spellcasting ability for your wizard spells, since you learn
your spells through patience research, meditation, & your insight into the magical energy that
suffuses the universe. You use your Wisdom whenever a spell refers to your spellcasting ability.
In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell
you cast and when making an attack roll with one.
3rd level Arcane Disciple: At 3rd level, you can spend ki points to increase the level of spells
that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands
does. The spell's level increases by 1 for every ki point you spend. The maximum number of ki
points you can spend to increase a spells level in this way is 2 ki points at 7th level, 3 ki points at
13th level, and 4 ki points at 19th level. You can also cast any spell that produces a ranged spell
attack as a melee spell attack instead, and you can use your Deflect Missiles class feature
against magical ranged attacks that target only you, but you cannot catch magical attacks like you
do with weapon attacks.
6th level Arcane Fists: At 6th level, whenever you use your action to cast a cantrip as a melee
spell attack, you can treat it as if you used the Attack action for the purposes of your Martial Arts
and Flurry of Blows class feature. If the cantrip does energy damage of acid, cold, fire, lightning,
or thunder, any unarmed strikes you make for the rest of that turn do damage of the same energy
type as the cantrip you cast instead of bludgeoning damage, and if you spend 1 ki point each of
those unarmed strikes deals an extra 1d6 damage when it hits.
11th level Arcane Mantle: At 11th-level, you have so attuned to the magic in the world that it

forms an eldritch ward around you. You gain resistance to magic which gives you advantage on
saving throws against spells and other magical effects, and resistance to damage from spells.
17th level Arcane Rejuvenation: At 17th-level, you gain the ability to magically absorb the
power of a spell from another spellcaster. Immediately after a creature casts a spell that targets
you or includes you in its area of effect, you can use your reaction to absorb the power of the
spell. The creature makes a saving throw with its spellcasting ability modifier. The DC equals your
spell save DC. On a failed save, you negate the spells effect against you, and you absorb the
power of the spell if it is at least 1st-level (it doesnt need to be a wizard spell). You can either
choose to regain a number of ki points equal to the level of the spell targeting you x 2, or you
regain a number of expended spell slots that have a combined level equal to the spell targeting
you. For example, if a 6th-level spell is cast at you, you can recover 12 ki points, or up to six
levels worth of expended spell slots. You can recover a 4th-level slot and a 2nd-level slot, two
3rd-level slots, two 2nd-level slots and two 1st-level slots, or any other combination of expended
spell slot recovery. Once you use this feature, you cant use it again until you finish a long rest.

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